The Path Of Conjuring

Invoking objects “out of thin air” has been a staple of occult and supernatural legend since long before the rise of the Tremere. This Thaumaturgical path enables powerful conjurations limited only by the mind of the practitioner.

Objects summoned via this path bear two distinct characteristics. They are uniformly “generic” in that each object summoned, if summoned again, would look exactly as it did at first. For example, a knife would be precisely the same knife if created twice; the two would be indistinguishable. Even a specific knife — the one a character’s father used to threaten her — would appear identical every time it was conjured. A rat would have repeated “tiled” patterns over its fur, and a garbage can would have a completely uniform fluted texture over its surface. Additionally, conjured objects bear no flaws: Weapons have no dents or scratches, tools have no distinguishing marks, and cellphones all look like they just came out of their packaging.

The limit on the size of conjured objects appears to be that of the conjurer: nothing larger than the thaumaturge can be created. The conjurer must also have some degree of familiarity with the object he wishes
to call forth. Simply working from a picture or imagination calls for a higher difficulty, while objects with which the character is intimately familiar (such as the knife described above) may actually lower the difficulty, at the Storyteller’s discretion.

When a player rolls to conjure something, the successes gained on the roll indicate the quality of the summoned object. One success yields a shoddy, imperfect creation, while five successes garner the caster a nearly perfect replica.

• Summon the Simple Form

At this level of mastery, the conjurer may create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a steel baton, a lead pipe, a wooden stake, or a chunk of granite.

System

Each turn the conjurer wishes to keep the object in existence, another Willpower point must be spent or the object vanishes.

•• Permanency

At this level, the conjurer no longer needs to pay Willpower costs to keep an object in existence. The object is permanent, though simple objects are still all that may be created.

System

The player must invest three blood points in an object to make it real.

••• Magic of the Smith

The Kindred may now conjure complex objects of multiple components and with moving parts. For example, the thaumaturge can create guns, bicycles, chainsaws, or cellphones.

System

Objects created via Magic of the Smith are automatically permanent and cost five blood points to conjure. Particularly complex items often require a Knowledge roll (Crafts, Science, Technology, etc.) in addition to the basic roll.

•••• Reverse Conjuration

This power allows the conjurer to “banish” into nonexistence any object previously called forth via this path.

System

This is an extended success roll. The conjurer must accumulate as many successes as the original caster received when creating the object in question. This can also be used by the thaumaturge to banish object she created herself with this Path.

••••• Power Over Life

This power cannot create true life, though it can summon forth impressive simulacra. Creatures (and people) summoned with this power lack the free will to act on their own, mindlessly following the simple instructions of their conjurer instead. People created in this way can be subject to the use of the Dominate
power Possession (p. 155), if desired.

System

The player spends 10 blood points. Imperfect and impermanent, creatures summoned via this path are too complex to exist for long. Within a week after their conjuration, the simulacra vanish into insubstantiality.

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